Class reference
Auto-generated map of every class, module, method, and constant the live game defines - and which numbered script defines each one.
What this is
Generated by recon.py from Scripts.rvdata2. Each entry
is a class name (or module / constant) followed by a list of script_number('script_title')
tuples showing every script that defines, extends, or monkey-patches it.
A class that appears in many script entries - Game_Battler, Game_Interpreter,
Window_Base - is one with heavy BS2 customization. The vanilla RGSS3 definition is in
one of the low-numbered scripts; the rest are BS2's mods on top.
How to use it
- Pick a class to monkey-patch: Look up the class name to see every script that touches it. If your mod aliases a method, you're chaining onto whichever script ran last.
- Avoid name collisions: When choosing a name for a new class, scan this file first - names like
Heat_Haze,Brain_Noise,Ancient_Lightalready exist as BS2 effect classes. - Find feature implementations: The Japanese script titles map directly to features (e.g.
'スキル忘れ'= "Skill Forget",'ターン消費無し'= "No Turn Cost"). Drop the title into a search to find the script that implements that mechanic.
Note on the BS2-flavored definitions section
The first part of the document, "BS2-flavored definitions", is a heuristic
pass - it lists names matching keywords like black, soul, bs,
kuro, alice as a starting point for finding game-specific (vs.
vanilla RGSS3) classes. It's a hint, not exhaustive - many BS2 classes don't match those keywords.
Regenerating
cd "Mod Loader/src"
python recon.py
Re-runs recon.py, regenerating docs/recon/DOCUMENTATION.md (this file)
from your local Game.rgss3a.
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